From The Pages Of Hideo Kojima’s Development Notebooks

These notes are from 1987 where Hideo Kojima shared a rejected logo for the MSX version of Metal Gear. The hand drawn map is from the game’s first floor and the text are from the game’s radio scenes. Kojima notes there is no kanji in the Japanese version because the game couldn’t support it so everything is written in katakana.

Metal Gear 2: Solid Snake

These documents appear to be from very early in development. The first photo is a pitch for the game. Next to it is a rough draft for the scenario, which Kojima created to organize the game’s objectives and motives.

Snatcher

Kojima notes Snatcher was originally called "Junker." After Metal Gear came out Kojima took a week long vacation. When he returned to Konami he recklessly wrote Snatcher’s draft. An exclusive script language was made just for Snatcher. Animation, commands, flags, and the program were all written by Kojima. The foundation of the language are "if" and "switch" commands.

The map is from MSX version of Snatcher. The original plan was to have a 3D gun shooting part with a Snatcher during the Queen’s Hospital underground area. Plans were ultimately scrapped, but you can see the rejected map.

Yes. You’d need to throw in some new gameplay changes. However, I reckon if Kojima was even going to pull it off, I don’t know how he’d introduce anything new, but rather just apply the successful mechanics and control schemes of MGS4 for the remakes.

Even in gallery view, every image is the pretty much the same size as in the article (except in this case and in the case of portable game screenshots).

The Siliconera gallery seems to actually resize images as opposed to just shrinking it down and having the option of enlarging it. Sometimes you guys post magazine scans that I know simply aren’t 300×300 pixels which has led me to this conclusion.